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Help & Tutorials => Stage Tutorials => Topic started by: Chuy on August 20, 2010, 02:22:40 PM



Title: Guide To Stages
Post by: Chuy on August 20, 2010, 02:22:40 PM
I'm honestly surprised nobody else decided to make a stage hacking guide so i guess i'll do it  :af2:

But Before i start here are some useful links for stage makers
Bero's Mod of BrawlBox (http://www.smashboards.com/showthread.php?t=277835)
BrawlWall (http://www.smashboards.com/showthread.php?t=260800)
Stage H.A.C.K.ing thread (http://www.smashboards.com/showthread.php?t=262564)
Guide For Builder Block Stages (http://forums.kc-mm.com/index.php?topic=16029.0)
Video Guide For Editing Collisions (http://www.youtube.com/watch?v=6U--uOw-0cY)



1.The Basic File Structure:

(http://img517.imageshack.us/img517/5041/structure.png) (http://img517.imageshack.us/i/structure.png/)

For this part i'll be explaining the file structure of Final Destination and what each number does
Note: Every Stage Follows this structure just for this tutorial i decided to use FD for an example

1.Main Stage-
This is the main stage of the file for final destination. It's pretty much where you'll spend most of your time editing while viewing the file

2.Stage Position-
This is the spawn points for the stage. You'll probably won't have to to touch this if you're doing a background swap but if you're making a custom stage then this is a major thing that will help make the stage better

3.Collision Editor-
Self Explanatory really. Not going to go too much into it as it'd take forever but know this when creating a custom stage this is what determines what is ground and what isn't

4.Texture Data-
Not much to say on this really just that it holds all of the textures for the stage.
(You can have more than one texture data in a stage just be careful of filesize limit which i'll explain later)

5.Scene Data-
Determines how dark/light characters are on the stage.
(http://img338.imageshack.us/img338/638/lightc.png) (http://img338.imageshack.us/i/lightc.png/)
Scene data is easily editable as the B1-B3 are RGB values

6.Stage Effect-
Honestly you'll probably never touch this part of the file as all it does is give graphic effects to certain stage elements. If you want said stage graphic removed all you do is just delete the ef_ file.

2.What's in the modeldatas
For this part i'll be explaining what's inside the modeldatas and what each does

(http://img801.imageshack.us/img801/9784/model.png) (http://img801.imageshack.us/i/model.png/)
This is what is inside of modeldata 1 for Final Destination looks somewhat confusing at first but really it's not.

MDL0-
The grey one in pictured . This is the actual model that is used for the stage. There is no limit on how many can be imported however too many in one modeldata (15 is a good number to stop at) will cause the game to lag so be careful when importing models.

CHR0-
The blue one pictured above. The Chr0 data is the file that makes things animate and such but there can only be one chr0 file in an modeldata unless there's more than one already in it(ones from the subspace as good examples and so are the onett ones) or the second chr0 file won't work

VIS0-
The brown one pictured above. The Vis0 data is the part of the file that makes parts of a model appear and disappear at different times. Wouldn't recommend editing this unless you really know what you're doing

CLR0-
The yellow one picture above. Not much to say on this one other than it makes the textures change colors

SRT0-
The white one pictured above. This one controls texture movement (think of clouds for this)
Really weird one out of all of them but does awesome effects (don't worry about this as it can't be edited yet)

3. Making A Stage (Background Elements)

Now that the basic background information is done i'll show you how to make a background swap type stage  :happy:

For this part i'm going to try and add Luigi's Mansion's Moon to FD

1.For me to be able to do this i'm going to have to download the original Luigi Mansion File
(http://img541.imageshack.us/img541/http://forums.kc-mm.com/index.php?action-post;board=12.01440/mansion.png) (http://img541.imageshack.us/i/mansion.png/)

2.Now that i've downloaded the file i've got it open and looking through the file the moon model is inside modeldata0 and now that i know which model data it is in i'll export it for later
(http://img838.imageshack.us/img838/224/moon.png) (http://img838.imageshack.us/i/moon.png/)

3.Now that i've located the moon model i would go under textures 1 to see what textures it needs

(http://img717.imageshack.us/img717/4214/textmoon.png) (http://img717.imageshack.us/i/textmoon.png/)

4.Now that i know what textures it uses i would go to the texturedata and remove all the textures but those 3 and export the texture data
(http://img508.imageshack.us/img508/2447/moontext.png) (http://img508.imageshack.us/i/moontext.png/)

5.Since FD's Scene Data changes i'm going to export the scene data

(http://img202.imageshack.us/img202/4312/capturepz.png) (http://img202.imageshack.us/i/capturepz.png/)

6.Now that i'm done saving what i need from Luigi's Mansion's file i'm going to open FD's file and replace the space model data with the one with the moon in it:
(http://img210.imageshack.us/img210/9140/moonbrres.png) (http://img210.imageshack.us/i/moonbrres.png/)

7.Since FD's space model is now gone that means that some textures aren't needed anymore so i would go to textures1 and see which textures are needed and delete the ones not needed
(http://img832.imageshack.us/img832/5641/fdtext.png) (http://img832.imageshack.us/i/fdtext.png/)
Those are the textures need by FD's stage everything else isn't needed

8.Now that i know the list of textures needed i'll delete the unneeded ones
(http://img375.imageshack.us/img375/3723/finaltext.png) (http://img375.imageshack.us/i/finaltext.png/)
That is my end result


9.Next thing i need to do is import Luigi's Mansion's Textures into the file
(http://img710.imageshack.us/img710/3604/moontextopen.png) (http://img710.imageshack.us/i/moontextopen.png/)

Now that the brres is imported into the file there'll be a couple of issues
Looking at the top left will be this:
(http://img194.imageshack.us/img194/6496/arcv.png) (http://img194.imageshack.us/i/arcv.png/)


If i were to leave it as it is the stage would crash so i have to change it to this:

(http://img828.imageshack.us/img828/6245/arcedit.png) (http://img828.imageshack.us/i/arcedit.png/)

10.Now the last thing to replace is FD's Scene Data with Luigi's Mansions

(http://img130.imageshack.us/img130/962/moonscene.png) (http://img130.imageshack.us/i/moonscene.png/)

But to guarantee it won't freeze rename it to StgFinal00

(http://img46.imageshack.us/img46/9400/namejb.png) (http://img46.imageshack.us/i/namejb.png/)

11.Now that everything is in order i'll delete the Ef_stgfinal pac as it's not needed anymore
(http://img63.imageshack.us/img63/3521/70429774.png) (http://img63.imageshack.us/i/70429774.png/)

Now i save the file and try in-game
Result:
(http://a.imageshack.us/img291/9725/al10082022351binout.jpg) (http://img291.imageshack.us/i/al10082022351binout.jpg/)

Congratulations you can now make BG Swapped Stages!
Here's The File if you want to use it as a reference (http://www.mediafire.com/?25k3i224u3rk552)
Note:This is also how you would get elements from other stages to work as well it's limited to background swaps

4.How To Lower Filesize

For this part of the guide i'll be showing a good way to lower the filesize for a stage
Note:Every stage has a buffer zone of .5mb to 1.5mb anything higher than that range WILL cause a freeze

1.Open an un-edited BF pac and go to the texture data
(http://img827.imageshack.us/img827/9531/bftextopen.png) (http://img827.imageshack.us/i/bftextopen.png/)

2.Looking through the texture data you'll notice the main image sizes are 256x256 and 512x512 reducing those will help reduce the filesize greatly

3.Export all the textures into a folder for later use

(http://img651.imageshack.us/img651/9908/battleexport.png) (http://img651.imageshack.us/i/battleexport.png/)

4.Now open all of the textures in a image editor(preferably Paint.Net as it's very simple)

5.(optional) Find some tunes to listen to as this takes a while

6.In Paint.Net find all images that are 256x256(or have a 256 in the image size) and 512x512(or again has that number in the image size) and close all the others

7.Once that is done start resizing according to these pics:

(http://img718.imageshack.us/img718/1859/resize256.png) (http://img718.imageshack.us/i/resize256.png/)
That is for the 256 image ones


(http://img682.imageshack.us/img682/3402/resize512.png) (http://img682.imageshack.us/i/resize512.png/)
For 512 image one


8.Now that's finished replace the textures with the resized ones

(http://img651.imageshack.us/img651/9908/battleexport.png) (http://img651.imageshack.us/i/battleexport.png/)
Note:you can also do it the regular way but it takes longer however it has the possibility of lower the filesize even more by editing the level of detail when importing a texture
By lowering it to 1 you can reduce the size the image adds to a negative increase to the file compared to the original(which is what i did to the file)

(http://img80.imageshack.us/img80/6204/detailimport.png) (http://img80.imageshack.us/i/detailimport.png/)

9.Now that i've replaced all the textures i'll save the file and see how much the filesize changed

(http://img409.imageshack.us/img409/3879/original.png) (http://img409.imageshack.us/i/original.png/)
That was the original filesize

(http://img163.imageshack.us/img163/1251/newt.png) (http://img163.imageshack.us/i/newt.png/)
New filesize
As you can see that's a huge difference
I'm not going to upload the file as some of the images got really pixelated when i resized them (Paint.net failed me for once >.>)

But this is basically a good way to lower filesize if the stage is going over the limit however don't do all of the images that are big like i did only a couple to 5 are really needed to to push the stage back under the filesize

5.Tips For Stage Making

1.There's no limit to models that can be inside a model data

2.Don't save files edited in brawlwall as it's very glitchy instead transfer the changes over into brawlbox by edited the bones of the stgposition inside modeldata 100 (only mess with translation point nothing else!!!)

3.If you need to condense a file you can free up modeldata 101 by moving the poketrainer00 model into modeldata 100 thus leaving a free modeldata for you to use

4.There is also no limit to texture datas that can be inside a file as long as the file is under the filesize limit

5.Textures can also be inside of the modeldata

Hope this helped!

Guide is currently a WIP however i do hoped it helped a bit
Feedback wanted



Title: Re: Guide To Stages
Post by: Wulfbang Meow on August 20, 2010, 02:44:47 PM
HORRAY!

Nice one Chuy! ;D


Title: Re: Guide To Stages
Post by: JDub on August 20, 2010, 03:04:28 PM
Awesome guide.

Also, what's the difference between BrawlWall and the BrawlBox Collision Editor.


Title: Re: Guide To Stages
Post by: Segtendo on August 20, 2010, 03:18:11 PM
BrawlWall gives you a visual of of the StgPosition part of a .pac


Title: Re: Guide To Stages
Post by: JDub on August 20, 2010, 03:21:21 PM
Exactly what do mean by visual?


Title: Re: Guide To Stages
Post by: Wulfbang Meow on August 20, 2010, 04:48:07 PM
Brawlwall allows you to edit

Spawn points
Item spawn point
Pokemon Trainer Location
Final Smash Locations
Camera Range
Death Bounderies

aside from that, it can do almost everything the brawlbox collision editor can..


Title: Re: Guide To Stages
Post by: Chuy on August 20, 2010, 05:22:19 PM
Brawlwall allows you to edit

Spawn points
Item spawn point
Pokemon Trainer Location
Final Smash Locations
Camera Range
Death Bounderies

aside from that, it can do almost everything the brawlbox collision editor can..
Brawlbox cal also do all that it's just not visually though but brawwall is better except for the fact is corrupts files easily :/


Title: Re: Guide To Stages
Post by: FairKnight on August 20, 2010, 10:09:01 PM
Awesome beginners guide ;D

gotta get started on my intermediate/ Experts guide


Title: Re: Guide To Stages
Post by: Wulfbang Meow on August 20, 2010, 11:08:10 PM
Brawlwall allows you to edit

Spawn points
Item spawn point
Pokemon Trainer Location
Final Smash Locations
Camera Range
Death Bounderies

aside from that, it can do almost everything the brawlbox collision editor can..
Brawlbox cal also do all that it's just not visually though but brawwall is better except for the fact is corrupts files easily :/

^this is true too..

And Dant still hasnt fixed the file corruption part yet? weird..


Title: Re: Guide To Stages
Post by: FairKnight on August 22, 2010, 10:32:53 AM
*sigh* do you know where to find a WORKING BrawlWall

Surprising as it may sound I never used it
And Dantarion's on SB doesn't let me install it due to error *facepalm*


Title: Re: Guide To Stages
Post by: Chuy on August 22, 2010, 12:09:10 PM
Brawlwall allows you to edit

Spawn points
Item spawn point
Pokemon Trainer Location
Final Smash Locations
Camera Range
Death Bounderies

aside from that, it can do almost everything the brawlbox collision editor can..
Brawlbox cal also do all that it's just not visually though but brawwall is better except for the fact is corrupts files easily :/

^this is true too..

And Dant still hasnt fixed the file corruption part yet? weird..
He quit working on it a while ago

*sigh* do you know where to find a WORKING BrawlWall

Surprising as it may sound I never used it
And Dantarion's on SB doesn't let me install it due to error *facepalm*
I can upload a mirror for you if you need me to


Title: Re: Guide To Stages
Post by: ??_? on August 22, 2010, 07:23:01 PM
Awesome beginners guide ;D

gotta get started on my intermediate/ Experts guide
why not have a giant uber collab stage guide thread?  this is great, but there is far more to stage hacking

CLR0-
The yellow one picture above. Not much to say on this one other than it makes the textures change colors
 
It does more than that sometimes.  In rain, snow and some cloud models as well as others, it moves the texture along the model.


Title: Re: Guide To Stages
Post by: Chuy on August 22, 2010, 07:28:19 PM
Awesome beginners guide ;D

gotta get started on my intermediate/ Experts guide
why not have a giant uber collab stage guide thread?  this is great, but there is far more to stage hacking
Well i guess we could do that but first i'll have to talk to fairknight about it


Title: Re: Guide To Stages
Post by: ??_? on August 22, 2010, 07:30:39 PM
we should ask mewtwo as well, he knows way more than everyone else


Title: Re: Guide To Stages
Post by: Chuy on August 22, 2010, 07:36:06 PM
I will when i get the chance
Next thing is i'm probably going to add how to lower filesize tips either tonight or tomorrow


Title: Re: Guide To Stages
Post by: Chuy on August 23, 2010, 01:01:58 PM
Just thought i'd let people know i've added how to lower filesize to the guide


Title: Re: Guide To Stages
Post by: Mewtwo2000 on August 24, 2010, 08:06:26 AM
A very interesting guide, good job =)


Title: Re: Guide To Stages
Post by: ??_? on August 29, 2010, 04:49:51 PM
Awesome beginners guide ;D

gotta get started on my intermediate/ Experts guide
why not have a giant uber collab stage guide thread?  this is great, but there is far more to stage hacking
Well i guess we could do that but first i'll have to talk to fairknight about it
? yeah?


Title: Re: Guide To Stages
Post by: ForOhFor Error on September 01, 2010, 05:07:23 PM
Quote
There is no limit on how many can be imported however too many in one modeldata (15 is a good number to stop at) will cause the game to lag so be careful when importing models.

Not always true. When using simple models (say, stage builder blocks) that are animated, I don't think it lags.

Say, Mewtwo2000's stage builder block stages.

BTW, I might make a guide for stage builder block stages.


Title: Re: Guide To Stages
Post by: Chuy on September 04, 2010, 02:35:12 PM
Quote
There is no limit on how many can be imported however too many in one modeldata (15 is a good number to stop at) will cause the game to lag so be careful when importing models.

Not always true. When using simple models (say, stage builder blocks) that are animated, I don't think it lags.

Say, Mewtwo2000's stage builder block stages.

BTW, I might make a guide for stage builder block stages.
I know when i was writing the guide i just thought i'd be easier to say try not to go over x amount of models in a brres than explain (i was tired at the time)
Also it depends how high-quality the model is too



Title: Re: Guide To Stages
Post by: Virt V9 on September 04, 2010, 05:39:58 PM
Quote
Scene data is easily editable as the B1-B3 are RGB values

Could someone elaborate on this a little bit? (I couldn't really find any other stage guides)

I can see the values, but I can't find a way to delete them or type anything new in the boxes. Is it something that needs to be exported / hexed?


Title: Re: Guide To Stages
Post by: Chuy on September 04, 2010, 05:41:24 PM
Quote
Scene data is easily editable as the B1-B3 are RGB values

Could someone elaborate on this a little bit? (I couldn't really find any other stage guides)

I can see the values, but I can't find a way to delete them or type anything new in the boxes. Is it something that needs to be exported / hexed?
Thanks for asking that i forgot to explain how to edit it
You need bero's mod of brawlbox to do that
When you go to scene data in his mod the values will be editable


Title: Re: Guide To Stages
Post by: Virt V9 on September 04, 2010, 05:52:48 PM
Ah, thanks.


Title: Re: Guide To Stages
Post by: Power Marshall on December 21, 2010, 02:04:47 PM
Would you know how Collisions work, considerably?


Title: Re: Guide To Stages
Post by: Chuy on December 21, 2010, 02:31:49 PM
Would you know how Collisions work, considerably?
Yeah whatcha need to know though?


Title: Re: Guide To Stages
Post by: Power Marshall on December 21, 2010, 03:07:18 PM
I need to know how to make Collisions cooperate with objects and bones.

For ex- An object is in the Background, unreachable. When it comes up closer to the view, though, the collision of that object follows it, so now it is able to be stood upon..


Title: Re: Guide To Stages
Post by: Chuy on December 21, 2010, 07:00:34 PM
I need to know how to make Collisions cooperate with objects and bones.

For ex- An object is in the Background, unreachable. When it comes up closer to the view, though, the collision of that object follows it, so now it is able to be stood upon..
Make a new collision object and make all the collisions inside that new one to your content then right click the bone you want to assign it to and then hit "assign"
There you're done :D


Title: Re: Guide To Stages
Post by: Power Marshall on December 22, 2010, 06:44:26 AM
Thank you very much.... that is exactly what I had done, though. When the stage is played, the Collisions of the Background objects are there, thus you're able to stand in the air.


Title: Re: Guide To Stages
Post by: Mewtwo2000 on December 22, 2010, 10:21:35 AM
Oh, it can't be made. The collision will follow the model no matter how far to the camera it is. It's independent with the Z axis... ^^U


Title: Re: Guide To Stages
Post by: Power Marshall on December 22, 2010, 10:42:45 AM
I see, so the collisions cannot disappear when the object is out of reach and appear when it is in reach? hmm...


Title: Re: Guide To Stages
Post by: ForOhFor Error on December 22, 2010, 01:00:35 PM
Well, you could attach it to a separate model (invisible) and just move that to the collision area......


Title: Re: Guide To Stages
Post by: Power Marshall on December 22, 2010, 01:08:54 PM
Elaborate, do you mean- have an object to be invisible? How invisible? Shrinking it so that it is unseen and then pop it back up to normal size, and the collisions will work like that?


Title: Re: Guide To Stages
Post by: Lecapria on December 22, 2010, 01:46:20 PM
i tried to make a texture hack for luigis mansion and it freezes my wii. why?


Title: Re: Guide To Stages
Post by: ForOhFor Error on December 22, 2010, 07:23:41 PM
Elaborate, do you mean- have an object to be invisible? How invisible? Shrinking it so that it is unseen and then pop it back up to normal size, and the collisions will work like that?
Probably. I mean, I haven't tried it myself....
But it should
By invisible, I man turn the type setting in the materials1 of the model th 3 to make it invisible ingame....


Title: Re: Guide To Stages
Post by: ItalianStallion on December 26, 2010, 02:57:52 AM
Nice guide Chuy! This will deff help a lot of people, specially the new stage hackers.

As for a program to resize images, I deff reccomend Irfanview: http://www.irfanview.com/

I use it all the time, it's free. Guaranteed to keep the quality as much as possible.


Title: Re: Guide To Stages
Post by: ADJSonic on December 26, 2010, 05:13:11 PM
you could make an invisible object and move it beyond the screen boundary...

Then move the objeck to where it was on the next frame right when the actual object appears....


Title: Re: Guide To Stages
Post by: ForOhFor Error on December 26, 2010, 06:39:41 PM
>.>

That's what I said, basically.


Title: Re: Guide To Stages
Post by: Power Marshall on December 26, 2010, 07:09:45 PM
It'll be tedious, very, but... I've got no other options... I'm doing that.


Title: Re: Guide To Stages
Post by: Chuy on December 26, 2010, 07:31:41 PM
Nice guide Chuy! This will deff help a lot of people, specially the new stage hackers.

As for a program to resize images, I deff reccomend Irfanview: [url]http://www.irfanview.com/[/url]

I use it all the time, it's free. Guaranteed to keep the quality as much as possible.

...I love you  :af2:

Now that's out of the way i'll be updating this soon


Title: Re: Guide To Stages
Post by: Sky Grounder on December 30, 2010, 01:11:25 PM
great tut, but does filesize matter when using Riivolution?


Title: Re: Guide To Stages
Post by: ItalianStallion on December 30, 2010, 02:27:03 PM
Nice guide Chuy! This will deff help a lot of people, specially the new stage hackers.

As for a program to resize images, I deff reccomend Irfanview: [url]http://www.irfanview.com/[/url]

I use it all the time, it's free. Guaranteed to keep the quality as much as possible.

...I love you  :af2:

Now that's out of the way i'll be updating this soon


I love you more ex wifey, and like I said your guide is the [censored]!

I usually hate text guides, but yours is really good, efficient, and also has images so people actually see what to do and stuff.

Great job once again Mr. Chuy!


Title: Re: Guide To Stages
Post by: Chuy on December 30, 2010, 02:31:55 PM
great tut, but does filesize matter when using Riivolution?

Yes and no
Yes because if you release the stage and it goes over the filesize then people with gecko os can't use it and no if it's just for personal use

Nice guide Chuy! This will deff help a lot of people, specially the new stage hackers.

As for a program to resize images, I deff reccomend Irfanview: [url]http://www.irfanview.com/[/url]

I use it all the time, it's free. Guaranteed to keep the quality as much as possible.

...I love you  :af2:

Now that's out of the way i'll be updating this soon


I love you more ex wifey, and like I said your guide is the [censored]!

I usually hate text guides, but yours is really good, efficient, and also has images so people actually see what to do and stuff.

Great job once again Mr. Chuy!
Yeah i hate long text tutorials so i decided to make it easy to follow and understand for everybody so they can go about making good stages


Title: Re: Guide To Stages
Post by: Chuy on January 02, 2011, 10:25:20 PM
Little update to the guide
Added new info about srt0 data, new links, and some tips (post your own here so i can add to it :af2:)


Title: Re: Guide To Stages
Post by: Power Marshall on January 03, 2011, 04:50:37 AM
Alright, here:

1) Two of the same objects can have different textures by renaming one of the object's Texture1 and Materials1's texture name. (Ex- If you want to change Arwing01 to 2ndArwing1, but you already have another Arwing you do not want to change the texture of; Grab the Arwing model you do, and go to its Texture1 and Materials1 folder, and rename Arwing01 to 2ndArwing1, now you have two Arwing models, but with different Arwing01 textures.)

2) If you edit the animations of any object in BrawlBox 64 and lower, after saving with this version, it removes the loop of animations. Go into your new Brawlbox, make it loop and resave.

More to come. Meh... school. >.>


Title: Re: Guide To Stages
Post by: MythicHacker on January 03, 2011, 06:43:31 PM
Quote
If i were to leave it as it is the stage would crash so i have to change it to this:
Why do you change it to those values? Would they be the same for every stage? Thanks.


Title: Re: Guide To Stages
Post by: Chuy on January 03, 2011, 07:46:12 PM
Quote
If i were to leave it as it is the stage would crash so i have to change it to this:
Why do you change it to those values? Would they be the same for every stage? Thanks.
A.The fileID has to be like that as brawl would go "LOLWUT" when reading that part of the file and crash

B.Yes at least the -1 part

@power i'll add that in soon :ninja'd:


Title: Re: Guide To Stages
Post by: Power Marshall on January 03, 2011, 07:58:49 PM
@power i'll add that in soon :ninja'd:

(http://2.bp.blogspot.com/_XKbxRgHfHsw/RhcwSutKRbI/AAAAAAAAAi8/rsp0E81GdBA/s400/BurnsExcellentSticker.jpg)Exellent..... heh.


Title: Re: Guide To Stages
Post by: Power Marshall on January 06, 2011, 06:04:38 AM
Chuy, or anyone else with stage skills... I have a problem I'd like to fix in the 24 hours of today.

I have 10 blocks, each with separate collisions. They are all on the 0 axis of X and Y and Z.
When animations come into effect, they are to the right 1000, then after a certain amount of frames, individually they move to the left -1000 for 400 frames, making them not too fast, or too slow.

The Problem is: Some work, some DO NOT; and this bugs me, for I know not the reason of why they do not. All collisions are the same for floors, ceilings, left wall and right. What could be the problem? Does making certain blocks have edges affect anything?


Title: Re: Guide To Stages
Post by: ItalianStallion on January 06, 2011, 06:09:29 AM
For those that don't work, did you double check see if the animations matched up to the bone?

Also, for those blocks imported, make sure they all have different named Bones.


Title: Re: Guide To Stages
Post by: Power Marshall on January 06, 2011, 06:12:58 AM
For those that don't work, did you double check see if the animations matched up to the bone?

Also, for those blocks imported, make sure they all have different named Bones.
1) What do you mean exactly? I'm sorry.
2) Indeed they have renamed bones, all of them. And one collision is attached to each bone.


Title: Re: Guide To Stages
Post by: Quanno on January 10, 2011, 08:42:04 AM
Problem! :P

I'm using one model multiple times in a stage, but I want to let them have seperate textures.
How would I do that? I tried renaming some of the info in de model itself, but no luck.

I recall there being a tutorial here, but I'm not sure...


nvm, found it ;D


Title: Re: Guide To Stages
Post by: Power Marshall on January 10, 2011, 02:35:13 PM
Problem! :P

I'm using one model multiple times in a stage, but I want to let them have separate textures.
How would I do that? I tried renaming some of the info in the model itself, but no luck.

I recall there being a tutorial here, but I'm not sure...


nvm, found it ;D
Heh, did it work out okay?


Title: Re: Guide To Stages
Post by: Quanno on January 11, 2011, 05:34:01 AM
Actually, it did.

But I think the stage on itself won't work, unless it can handle about 150 blocks ;D


Title: Re: Guide To Stages
Post by: Power Marshall on January 16, 2011, 12:05:53 PM
Chuy, do you know some lot on Vis0 files?


Title: Re: Guide To Stages
Post by: ForOhFor Error on January 16, 2011, 07:30:50 PM
I know a bit.... you have a question?


Title: Re: Guide To Stages
Post by: ItalianStallion on January 16, 2011, 07:38:38 PM
Actually, it did.

But I think the stage on itself won't work, unless it can handle about 150 blocks ;D

Damn that's a lot of blocks, wonder what you're making.

Also, when trying to use the same model but different texture, don't forget to rename the texture name in that model and also the texture name in Materials1.


Title: Re: Guide To Stages
Post by: Power Marshall on January 16, 2011, 08:47:56 PM
I know a bit.... you have a question?
How to make a model (in)visible?


Title: Re: Guide To Stages
Post by: ItalianStallion on January 16, 2011, 08:54:05 PM
How to make a model (in)visible?


To make a model invisible, you have to make the textures invisible.

Go to the Materials1 section, and you will see a bunch of flags, in between those, there will be something called Type. Change whatever number that is to 3. Heres a picture for reference:

(http://i54.tinypic.com/263k9k6.png)


Title: Re: Guide To Stages
Post by: Power Marshall on January 16, 2011, 09:13:55 PM
Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.

The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"

What I need to know is how to remove WHEN it disappears, so it stays forever visible.

Sorry, Italian; My Bad, G.
Though... I did not know that, so thanks for the new info. xD


Title: Re: Guide To Stages
Post by: Chuy on January 17, 2011, 04:15:46 PM
Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.

The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"

What I need to know is how to remove WHEN it disappears, so it stays forever visible.

Sorry, Italian; My Bad, G.
Delete the Vis0 file if it has one
Simple yes?


Title: Re: Guide To Stages
Post by: Power Marshall on January 18, 2011, 08:45:57 PM
Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.

The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"

What I need to know is how to remove WHEN it disappears, so it stays forever visible.

Sorry, Italian; My Bad, G.
Delete the Vis0 file if it has one
Simple yes?
Didn't work. :P
I guess that's not what it does.
I tried testing other edits with the numerous unknown files and got only half to stay while the other disappears... like it's teasing me... -_-


Title: Re: Guide To Stages
Post by: Chuy on January 19, 2011, 04:32:12 PM
Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.

The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"

What I need to know is how to remove WHEN it disappears, so it stays forever visible.

Sorry, Italian; My Bad, G.
Delete the Vis0 file if it has one
Simple yes?
Didn't work. :P
I guess that's not what it does.
I tried testing other edits with the numerous unknown files and got only half to stay while the other disappears... like it's teasing me... -_-
Send me file? :af2:


Title: Re: Guide To Stages
Post by: Chuckdurnham on January 27, 2011, 11:29:04 AM
What do I do if I want to make a really close backround?
Like GW stage?


Title: Re: Guide To Stages
Post by: Quanno on January 27, 2011, 01:13:49 PM
Set the texture just a bit in the background, with an animation


Title: Re: Guide To Stages
Post by: Chuckdurnham on January 27, 2011, 04:24:17 PM
so where did you guys first start when you were doing all this?
Did you start with 2d stages and then moved up?
Or do you guys already have previous knowledge of working with modding and hacking stuff?

Also how do I make my own models?
Is there a guide somewhere for that?


Title: Re: Guide To Stages
Post by: ItalianStallion on January 27, 2011, 05:42:41 PM
Does anybody know how to actually edit the Scene Data?

For example, Spear Pillar has purple lighting, but makes things in the back go purple.

How do you edit to where the lighting is still purple, but doesn't affect other models?


Title: Re: Guide To Stages
Post by: Chuckdurnham on January 28, 2011, 12:04:14 AM
Solved my problem.
Next up is ledges.
They dont seem to work.
Probably will solve this before anyone reads this.
But if not help me out!
Cause my ledges just aint working.


Title: Re: Guide To Stages
Post by: supersaiyanmikito on January 28, 2011, 12:21:42 AM
I've got a question... Is there a way to take an already made stage and simply change its size? There is this one stage that is just too big and I want to make it smaller, much smaller...


Title: Re: Guide To Stages
Post by: ItalianStallion on January 28, 2011, 12:27:53 AM
I've got a question... Is there a way to take an already made stage and simply change its size? There is this one stage that is just too big and I want to make it smaller, much smaller...

You have to Rescale it by using lower numbers. Once you are pleased with the size, you will have to make new collisions.


Title: Re: Guide To Stages
Post by: Chuckdurnham on January 28, 2011, 01:05:15 AM
Ok I figured out ledges!
But I dont see any tutorials on changing spawn points...
How do I do it? People keep dying in my 2D stage.


Title: Re: Guide To Stages
Post by: ItalianStallion on January 28, 2011, 03:52:37 AM
But I dont see any tutorials on changing spawn points...
How do I do it?


How To Change Player and Respawn Spawn Points
How to Do So:

1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Look for the bones of Player0E/Player0N through Player3E/Player3N
4) Look for the bones of Rebirth0E/Rebirth0N through Rebirth3E/Rebirth3N
4. X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down


Title: Re: Guide To Stages
Post by: Chuckdurnham on January 28, 2011, 09:08:45 AM
But I dont see any tutorials on changing spawn points...
How do I do it?
ok cool, I just need to raise it up about one yoshi.
How much would that be? Like how sensitive is this thing?





Title: Re: Guide To Stages
Post by: Chuckdurnham on January 28, 2011, 09:17:32 AM
But I dont see any tutorials on changing spawn points...
How do I do it?
And Im editing translation right?
ok cool, I just need to raise it up about one yoshi.
How much would that be? Like how sensitive is this thing?




And Im editing translation right?


Title: Re: Guide To Stages
Post by: Power Marshall on January 28, 2011, 08:42:29 PM
Quick question, how do I remove Great Fox's gun blasts in Corneria?


Title: Re: Guide To Stages
Post by: Chuy on January 28, 2011, 08:42:57 PM
Quick question, how do I remove Great Fox's gun blasts in Corneria?
STDT editing most likely


Title: Re: Guide To Stages
Post by: Power Marshall on January 29, 2011, 06:05:33 PM
There is no STDT in Corneria... so... :srs:


Title: Re: Guide To Stages
Post by: Mewtwo2000 on February 01, 2011, 05:45:47 AM
I guess renaming the bones did make it... Or even changing the modeldata where the Great Fox is... And if you delete the effect file, you won't have any shooting ray appearing anymore.

I had to figure all of this the day I ported venom to be played over corneria ^^U


Title: Re: Guide To Stages
Post by: Power Marshall on February 01, 2011, 12:06:31 PM
I guess renaming the bones did make it... Or even changing the modeldata where the Great Fox is... And if you delete the effect file, you won't have any shooting ray appearing anymore.

I had to figure all of this the day I ported venom to be played over corneria ^^U
What is the effect file, and where is it?


Title: Re: Guide To Stages
Post by: Mewtwo2000 on February 02, 2011, 03:09:03 AM
The name should be ef_stgdxcorneria or something like that, it's the last item inside the stage pac.


Title: Re: Guide To Stages
Post by: ??_? on February 16, 2011, 04:07:52 PM
hey mewtwo or someone else who knows, how can I get a CLR0 to loop?


Title: Re: Guide To Stages
Post by: Chuy on February 16, 2011, 06:01:08 PM
It's one of the unknown values for them i don't remember which all i remember is it has to be a value of 1


Title: Re: Guide To Stages
Post by: ??_? on February 16, 2011, 09:38:44 PM
It's one of the unknown values for them i don't remember which all i remember is it has to be a value of 1
k thx, I'll try all of them and edit this post when I find out


Title: Re: Guide To Stages
Post by: Mewtwo2000 on February 21, 2011, 09:08:25 AM
It was the same one as in CHR0s, the unknown2.


Title: Re: Guide To Stages
Post by: E-scope12 on January 30, 2012, 05:48:57 PM
What brawlbox did you use to make this hack?


Title: Re: Guide To Stages
Post by: Wulfbang Meow on January 30, 2012, 11:10:42 PM
What brawlbox did you use to make this hack?

latest should be fine


Title: Re: Guide To Stages
Post by: marp on May 30, 2012, 12:15:02 AM
how I can emulate 2 CHRO files in a model data?


Title: Re: Guide To Stages
Post by: Mewtwo2000 on May 30, 2012, 01:14:30 AM
You can't make 2 of them work in the same modeldata. You need to use 2 different modeldatas with an animation in each.


Title: Re: Guide To Stages
Post by: bufobrawl on August 13, 2012, 01:27:27 PM
What version of brawlbox are you using? because I am using the latest version and I cannot follow you on this.


Title: Re: Guide To Stages
Post by: Sky Grounder on August 13, 2012, 01:51:54 PM
What version of brawlbox are you using? because I am using the latest version and I cannot follow you on this.
The tutorial is outdated.